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I made a special called ClockResetter that calls the RestartClock function out of clockreset.asm, and had an NPC call for it.
It works, but unfortunately I can't get around this eyesore. I've tried a few other calls to work around it like fading the screen, but it doesn't help it at all.
Is there anyway I can clear the screen before it calls for the function, and then either return to the map, or I could make a warp to outside the building if that isn't possible.
I also have replaced Pokegear with a Town Map item, and it works well apart from crashing the ROM upon closing the map itself.
TownMap: ; ee01 callba Special_TownMap ret
I can only assume it crashes due to being called from the bag, but putting the item under SEL and using it out of bag also crashes it.
the special in question:
Special_TownMap: ; c2c0 call FadeToMenu callba _TownMap call ExitAllMenus ret
Thanks for looking.
Last edited by Kuroko Aizawa (2017-01-16 18:53:24)
Found the command! It was callba BlankScreen.
If anyone else wants to do this here's my code:
RestartClock in clock_reset.asm
RestartClock: ; 20021 (8:4021) ; If we're here, we had an RTC overflow. callba BlankScreen ld hl, .Text_ClockTimeMayBeWrong call PrintText ld hl, Options ld a, [hl] push af set NO_TEXT_SCROLL, [hl] call LoadStandardMenuDataHeader call ClearTileMap ld hl, .Text_SetWithControlPad call PrintText call .SetClock call ExitMenu pop bc ld hl, Options ld [hl], b ld c, a ret
I also made a special to just call this function, but not sure if that's necessary.
Was able to fix the Town Map thanks to help from Luna/Mateo. For now when you close the Town Map it will reload the Pack, so minor hackfix but it works and looks good without palettes getting screwy so I'm happy with it.